/* * Copyright © 2014 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /** * \file brw_tes.c * * Tessellation evaluation shader state upload code. */ #include "brw_context.h" #include "brw_nir.h" #include "brw_program.h" #include "brw_shader.h" #include "brw_state.h" #include "program/prog_parameter.h" static void brw_tes_debug_recompile(struct brw_context *brw, struct gl_shader_program *shader_prog, const struct brw_tes_prog_key *key) { struct brw_cache_item *c = NULL; const struct brw_tes_prog_key *old_key = NULL; bool found = false; perf_debug("Recompiling tessellation evaluation shader for program %d\n", shader_prog->Name); for (unsigned int i = 0; i < brw->cache.size; i++) { for (c = brw->cache.items[i]; c; c = c->next) { if (c->cache_id == BRW_CACHE_TES_PROG) { old_key = c->key; if (old_key->program_string_id == key->program_string_id) break; } } if (c) break; } if (!c) { perf_debug(" Didn't find previous compile in the shader cache for " "debug\n"); return; } found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex); found |= key_debug(brw, "inputs read", old_key->inputs_read, key->inputs_read); found |= key_debug(brw, "patch inputs read", old_key->patch_inputs_read, key->patch_inputs_read); if (!found) { perf_debug(" Something else\n"); } } static bool brw_codegen_tes_prog(struct brw_context *brw, struct gl_shader_program *shader_prog, struct brw_tess_eval_program *tep, struct brw_tes_prog_key *key) { const struct brw_compiler *compiler = brw->intelScreen->compiler; const struct brw_device_info *devinfo = brw->intelScreen->devinfo; struct brw_stage_state *stage_state = &brw->tes.base; nir_shader *nir = tep->program.Base.nir; struct brw_tes_prog_data prog_data; bool start_busy = false; double start_time = 0; memset(&prog_data, 0, sizeof(prog_data)); brw_assign_common_binding_table_offsets(MESA_SHADER_TESS_EVAL, devinfo, shader_prog, &tep->program.Base, &prog_data.base.base, 0); switch (tep->program.Spacing) { case GL_EQUAL: prog_data.partitioning = BRW_TESS_PARTITIONING_INTEGER; break; case GL_FRACTIONAL_ODD: prog_data.partitioning = BRW_TESS_PARTITIONING_ODD_FRACTIONAL; break; case GL_FRACTIONAL_EVEN: prog_data.partitioning = BRW_TESS_PARTITIONING_EVEN_FRACTIONAL; break; default: unreachable("invalid domain shader spacing"); } switch (tep->program.PrimitiveMode) { case GL_QUADS: prog_data.domain = BRW_TESS_DOMAIN_QUAD; break; case GL_TRIANGLES: prog_data.domain = BRW_TESS_DOMAIN_TRI; break; case GL_ISOLINES: prog_data.domain = BRW_TESS_DOMAIN_ISOLINE; break; default: unreachable("invalid domain shader primitive mode"); } if (tep->program.PointMode) { prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_POINT; } else if (tep->program.PrimitiveMode == GL_ISOLINES) { prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_LINE; } else { /* Hardware winding order is backwards from OpenGL */ switch (tep->program.VertexOrder) { case GL_CCW: prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_TRI_CW; break; case GL_CW: prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_TRI_CCW; break; default: unreachable("invalid domain shader vertex order"); } } /* Allocate the references to the uniforms that will end up in the * prog_data associated with the compiled program, and which will be freed * by the state cache. * * Note: param_count needs to be num_uniform_components * 4, since we add * padding around uniform values below vec4 size, so the worst case is that * every uniform is a float which gets padded to the size of a vec4. */ struct gl_linked_shader *tes = shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]; int param_count = nir->num_uniforms / 4; prog_data.base.base.param = rzalloc_array(NULL, const gl_constant_value *, param_count); prog_data.base.base.pull_param = rzalloc_array(NULL, const gl_constant_value *, param_count); prog_data.base.base.image_param = rzalloc_array(NULL, struct brw_image_param, tes->NumImages); prog_data.base.base.nr_params = param_count; prog_data.base.base.nr_image_params = tes->NumImages; prog_data.base.cull_distance_mask = ((1 << tep->program.Base.CullDistanceArraySize) - 1) << tep->program.Base.ClipDistanceArraySize; brw_nir_setup_glsl_uniforms(nir, shader_prog, &tep->program.Base, &prog_data.base.base, compiler->scalar_stage[MESA_SHADER_TESS_EVAL]); if (unlikely(INTEL_DEBUG & DEBUG_TES)) brw_dump_ir("tessellation evaluation", shader_prog, tes, NULL); int st_index = -1; if (unlikely(INTEL_DEBUG & DEBUG_SHADER_TIME)) st_index = brw_get_shader_time_index(brw, shader_prog, NULL, ST_TES); if (unlikely(brw->perf_debug)) { start_busy = brw->batch.last_bo && drm_intel_bo_busy(brw->batch.last_bo); start_time = get_time(); } void *mem_ctx = ralloc_context(NULL); unsigned program_size; char *error_str; const unsigned *program = brw_compile_tes(compiler, brw, mem_ctx, key, &prog_data, nir, shader_prog, st_index, &program_size, &error_str); if (program == NULL) { if (shader_prog) { shader_prog->LinkStatus = false; ralloc_strcat(&shader_prog->InfoLog, error_str); } _mesa_problem(NULL, "Failed to compile tessellation evaluation shader: " "%s\n", error_str); ralloc_free(mem_ctx); return false; } if (unlikely(brw->perf_debug)) { struct brw_shader *btes = (struct brw_shader *) tes; if (btes->compiled_once) { brw_tes_debug_recompile(brw, shader_prog, key); } if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) { perf_debug("TES compile took %.03f ms and stalled the GPU\n", (get_time() - start_time) * 1000); } btes->compiled_once = true; } /* Scratch space is used for register spilling */ brw_alloc_stage_scratch(brw, stage_state, prog_data.base.base.total_scratch, brw->max_ds_threads); brw_upload_cache(&brw->cache, BRW_CACHE_TES_PROG, key, sizeof(*key), program, program_size, &prog_data, sizeof(prog_data), &stage_state->prog_offset, &brw->tes.prog_data); ralloc_free(mem_ctx); return true; } void brw_upload_tes_prog(struct brw_context *brw, uint64_t per_vertex_slots, uint32_t per_patch_slots) { struct gl_context *ctx = &brw->ctx; struct gl_shader_program **current = ctx->_Shader->CurrentProgram; struct brw_stage_state *stage_state = &brw->tes.base; struct brw_tes_prog_key key; /* BRW_NEW_TESS_PROGRAMS */ struct brw_tess_eval_program *tep = (struct brw_tess_eval_program *) brw->tess_eval_program; if (!brw_state_dirty(brw, _NEW_TEXTURE, BRW_NEW_TESS_PROGRAMS)) return; struct gl_program *prog = &tep->program.Base; memset(&key, 0, sizeof(key)); key.program_string_id = tep->id; /* Ignore gl_TessLevelInner/Outer - we treat them as system values, * not inputs, and they're always present in the URB entry regardless * of whether or not we read them. */ key.inputs_read = per_vertex_slots & ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER); key.patch_inputs_read = per_patch_slots; /* _NEW_TEXTURE */ brw_populate_sampler_prog_key_data(ctx, prog, &key.tex); if (!brw_search_cache(&brw->cache, BRW_CACHE_TES_PROG, &key, sizeof(key), &stage_state->prog_offset, &brw->tes.prog_data)) { bool success = brw_codegen_tes_prog(brw, current[MESA_SHADER_TESS_EVAL], tep, &key); assert(success); (void)success; } brw->tes.base.prog_data = &brw->tes.prog_data->base.base; } bool brw_tes_precompile(struct gl_context *ctx, struct gl_shader_program *shader_prog, struct gl_program *prog) { struct brw_context *brw = brw_context(ctx); struct brw_tes_prog_key key; uint32_t old_prog_offset = brw->tes.base.prog_offset; struct brw_tes_prog_data *old_prog_data = brw->tes.prog_data; bool success; struct gl_tess_eval_program *tep = (struct gl_tess_eval_program *)prog; struct brw_tess_eval_program *btep = brw_tess_eval_program(tep); memset(&key, 0, sizeof(key)); key.program_string_id = btep->id; key.inputs_read = prog->InputsRead; key.patch_inputs_read = prog->PatchInputsRead; if (shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]) { struct gl_program *tcp = shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program; key.inputs_read |= tcp->OutputsWritten; key.patch_inputs_read |= tcp->PatchOutputsWritten; } /* Ignore gl_TessLevelInner/Outer - they're system values. */ key.inputs_read &= ~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER); brw_setup_tex_for_precompile(brw, &key.tex, prog); success = brw_codegen_tes_prog(brw, shader_prog, btep, &key); brw->tes.base.prog_offset = old_prog_offset; brw->tes.prog_data = old_prog_data; return success; }